ZBrushCentral

Tranpose Master deleting SubD Levels

I’m trying to pose my mesh with about 25 subtools using Transpose master.

I hit the TposeMesh, it makes a low res mesh of all my tools and then I pose it. When I go back to hit Tpose>Subtools It works fine, but I lose all the subdivision levels on my mesh.

Have you lost the sudiv levels for every subtool? Lower subdivision levels can be lost if the mesh normals get flipped. With Transpose Master this can happen if the posing causes polygons to fold on top of each other, such as can happen with fabric creases. It pays to keep a clean mesh, both in the original subtools, and while posing.

Yes I lose it on all subtools. Is there a way to prevent this from happening at this point?

Oh and I’m losing the high levels. All I get when I use Transpose master, is my low-res subd1 on all subtools.

OK, well I think it’s the same cause. You can test this yourself to see what happens:

  1. Pick a subtool and go to the lowest subdivision level.
  2. Export the subtool as an OBJ.
  3. Import the OBJ you exported at (2).

If you can get thru this without problems then the issue may be with your posing. If you find this test results in loss of the subdivision levels then I’m afraid the problem is with the mesh.

I am experiencing the same issue. Transpose master is deleting all of my Subtools subdivisions.

reconstruct them back.

not a fix, but a work around.

Well marcus is correct,. The geometry I am transposing is an overcoat that is very much like a true garment it has two sides like a real coat so the back facing geometry was intersecting thus creating whatever problem that TP master doesn’t like. The solution I have found is to gradually transpose and do smoothing on the geometry to keep them from intersecting, a bit tedious and it’s hit or miss, but it beats reconstructing 19 subtools.

Ok, so sorry to d-post, but I’ve been struggling with Transpose Master, for like 24 hrs straight, and I’ve actually had to give up on it. I found a workflow from reading the TPose forum and everything is coming together. The workflow basically is to combine all of the subtools together by hand and then export to Maya and separate the mesh there. Then import back into ZB.

My question is; why when you do a GroupSplit, ZBrush changes the Vert order??
This basically makes ZBrush work against itself, I just don’t understand, I would not have needed Maya if GroupSplit kept the vertex order the same.
I’m frankly baffled.
Is there an answer out there? :wink: